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Another forum mentioned how to disallow the AI from building sea colonizers in SMAX, but I would like to know how to do this in SMAC. Has anybody done this successfully?
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Sindai
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Look in the alphax.txt file and find the section that says the following:
quote:

;
; Basic Units - Units predesigned for all players
;
; Name, Chassis, Weapon, Armor, Plan, Cost, Carry, Preq, Icon, Abil
;
; Name = Name of unit
; Chassis = Chassis type (index to CHASSIS list, above)
; Weapon = Weapon/package (index to WEAPONS list, above)
; Armor = Armor (index to ARMOR list, above)
;
; Plan = Unit "plan" for AI purposes:
; -1 = Auto Calculate
; 0 = Offensive
; 1 = Combat
; 2 = Defensive
; 3 = Reconnaisance
; 4 = Air Superiority
; 5 = Planet Buster
; 6 = Naval Superiority
; 7 = Naval Transport
; 8 = Colonization
; 9 = Terraforming
; 10 = Supply Convoy
; 11 = Info Warfare
; 12 = Alien Artifact
; Cost = Cost in minerals (0 = Autocalculate)
; Carry = Carrying capacity (0 = Autocalculate)
; Preq = Technology prerequisite (see TECHNOLOGY, above)
; Icon = Special icon, if any
; Abil = Special ability flags
;
#UNITS
23
Colony Pod, Infantry, Colony Pod, Scout, 8, 0, 0, None, -1, 00000000000000000000000000
Formers, Infantry, Formers, Scout, 9, 0, 0, Ecology, -1, 00000000000000000000000000
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000
Transport Foil, Foil, Transport, Scout, 7, 0, 0, DocFlex, -1, 00000000000000000000000000
*Sea Formers, Foil, Formers, Scout, 9, 0, 0, Disable, -1, 00000000000000000000000000
Supply Crawler, Infantry, Supply, Scout, 10, 0, 0, IndAuto, -1, 00000000000000000000000000
Probe Team, Speeder, Probe Team, Scout, 11, 0, 0, PlaNets, -1, 00000000000000000000000000
Alien Artifact, Infantry, Artifact, Scout, 12,10, 0, Disable, 2, 00000000000000000000000000
Mind Worms, Infantry, Psi, Psi, 1, 5, 0, CentEmp, 3, 00000000000000000000000000
Isle of the Deep, Foil, Psi, Psi, 7, 8, 4, CentMed, -1, 00000000000000000000000000
Locusts of Chiron, Gravship, Psi, Psi, 4,10, 0, CentGen, -1, 00000000000000000000100000
Unity Rover, Speeder, Gun, Scout, 3, 0, 0, Disable, -1, 00000000000000000000000000
Unity Scout Chopper, Copter, Gun, Scout, 4, 0, 0, Disable, -1, 00000000000000000000100000
Unity Foil, Foil, Transport, Scout, 7, 0, 0, Disable, -1, 00100000000000000000000000
Sealurk, Foil, Psi, Psi, 6, 6, 0, CentPsi, 4, 00000000000000000001000000
Spore Launcher, Infantry, Psi, Psi, 0, 5, 0, Bioadap, 5, 00000000001000000000000000
Battle Ogre MK1, Infantry, R-Laser, 3-Res, 0,10, 0, Disable, 6, 00010000000000000000000000
Battle Ogre MK2, Infantry, R-Bolt, 8-Res, 0,15, 0, Disable, 6, 10010000000000000000000000
Battle Ogre MK3, Speeder, String, Stasis, 0,20, 0, Disable, 6, 10010000000000000000000000
Fungal Tower, Infantry, Psi, Psi, 3, 0, 0, Disable, 1, 00000000000000000000000000
Unity Mining Laser, Infantry, Laser, Scout, 0, 0, 0, Disable, -1, 00000000000000000000000000
Sea Escape Pod, Foil, Colony Pod, Scout, 8, 0, 0, Disable, -1, 00000000000000000000000000
Unity Gunship, Foil, Gun, Scout, -1, 0, 0, Disable, -1, 00000000000000000000000000
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Set the # at the top (below the "#UNITS" line) to "22" and delete the line containing "Sea Escape Pod." Now the sea colony pod is gone from the list of default units and the AI should never design one, though you still can if you go in and do it manually. I think....I'm not certain, but this is what I've gathered from reading other posts and my own small experience with editing the txt files.
[This message has been edited by Sindai (edited April 10, 2001).]
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I'm not using SMAX, so I've got an alpha.txt file which is different. Anybody know how to manage it?
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Brilliant ideas curtadams! I'll have to try them out. Thanks alot.
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Locus
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New York, NY
Jan 2001 time: 00:13
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Alright fellas, I think I got this figured out.
I tried the "delete the 'sea colony escape pod' line" and "change the number of units to one less" method...that doesn't work.
I tried the "'disable' the colony pod" option that curtadams recommended from the "none" default for tech prerequisite...that doesn't work, either. (Sorry curtadams if in my stupidity I didn't follow your directions correctly but I think I did).
Now the solution that works for me...I played 200 turns last night and turned on the scenario editor so I could view the world map to make sure I am not totally talking out of my a$$: Instead of trying to manipulate the unit listing that Sindai so kindly pasted above, you need to find the section of the alpha.txt or alphax.txt file the lists "hand weapons". Change the prerequisite tech for colony pods to "disable" from "none". This worked for me. Similar to the reasoning above, the AI technically shouldn't be able to build any sort of colony pod, but like rover probe teams, you can build it without the technology being there. So curtadams is right, you just have disable colony pods under handweapons not units.
To clarify, I am playing SMAX with the original seven factions with both game patches (Damn, I miss those missile sounds!).
------------------
Brother Locus of the Peacekeepers
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name
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After a marathon of searching the forums, I found this thread to answer my own question. I bumped it in case anyone else wanted to know.
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